After the Collapse - Anarkis Gaming
Hi,

After our five weeks of weekly patches, it's time to go for a proper devlog. The next large update will be smaller in scope than 0.8.5 (not every update can have a 120+ item long changelog), but it's still going to add a few new fun toys for you to play with.

Beside adding & fixing stuff regarding the expeditions, questlines and buildings, it will add fire (which can spread), proper growth for wild trees and plants, and a few more weather and nature related things.

Fire

Last week, I've mostly been playing with fire. If I recall correctly, it was an early development promise too, so one of the few remaining checkboxes is being ticked. I could write 10 paragraphs about fire propagation and how well it's modeled, but in reality, it seems that starting fires IRL for game development purpose is against the law. I had to make do with an approximation.

Here's a video of the very much "work-in-progress" result:



The video is unedited and a bit too long. Skip to 30 seconds before the end when it gets boring so you can see the new flame-thrower in all it's glory. The graphical rendering of the fire is still subpar. I will try to find better animations and make better particle systems for it. Don't hold your breath, it's not going to be super nice looking either. I'd rather save frames than waste CPU cycles on something over complicated.

Anyway, yes, fire will be a thing. It won't be very common, and it is possible to plan around it. Stone walls and constructed floors (except wood ones) will keep you relatively safe. And it won't spread without something that can burn on the adjacent tiles. It will also add a drawback to the overpowered flamethrowers, balancing them out a bit without making them boring. Heat waves might also cause some trees to catch fire occasionally, and there's a rare late game event, called "wall of flames" which will be, I reckon, subject of much hate in the future. Oh, and yep, it's likely that your electric grid might cause a few fires too, maybe :)

Rain will of course work against fires, and your settlers will do their best to avoid walking in flames and extinguish them (that, I have yet to implement in the internal build). It's not out the question that I add more wacky (optional) weather patterns taking advantage of the fire.

There's also a whole thing about 1st, 2rd, 3rd degree burns that is being added, but I will keep that for the release post.

Nature's Cycle

You might have wondered why trees keep "staying here" after you razed them. The reality is that every month, more trees will spawn next to existing ones, fully grown, at midnight. It is an old, quickly written "hack" to get that done. It's time to replace it by something a bit more interesting.

I am going to introduce a simple growth system for bushes, plants and trees. The general idea is to have them grow gradually in a manageable fashion and go through different stages. It should even be possible to have different species of trees growing under different conditions. We could have a desert bound cactus and more generic trees elsewhere. Same goes for the giant mushrooms in the rare underground biomes. All of this being moddable, of course.

There are performances concerns, with trees in the thousands on some maps, it's not efficient to have each plant running it's own individual script. Instead I'll use a more top down approach with a daily "nature" update, probably placed just before the autosave event to make the update un-noticeable, even on extremely large maps. I'm not really worried, but it'll need some brainstorming nonetheless. :)

Expeditions

Expeditions are in a pretty good place, but there's always more stuff to do. I will likely add more building/maps for some of the locations which are currently using the fallback default layout. It's quite time consuming, especially for a feature few people are really using, so it's something I do gradually.

I'll also try to see if I can reasonably make AI factions run their own expeditions. I mean they technically do, but it's entirely abstracted. The idea would be to allow you to see potential attacks against your production centers before they happen. And optionally be able to intercept them with your own expeditions.

I'm also in the process of figuring how to balance the manual and the automatic combat methods so they don't feel like being completely different difficulty levels.

Misc.  Stuff

With this version being focused on smaller additions, it's not going to take nearly as long as for the 0.8.5 release. I will continue to go over the various threads/posts to implement requested features, tweak the UI, etc. By now, you probably know the drill, I'm not going to list every single little item here. Fire and the nature cycle are the big announcements.

Anyway, that's all I have to show for now. More will come soon. :)

Cheers!
After the Collapse - Anarkis Gaming
This is just a small maintenance patch. It fixes a few problems reported on the Discord channel. I also "secured" the part of the code where the rare few remaining crashes are encountered, meaning that if a settler's job/order encounters an error, the game will try to continue as normal while posting a message.


Oh, and the devlog for 0.8.6 will be published in a couple hours, tops.

Changelog
  • Engine: Secured the job/order system to prevent crashes when an error happens
  • Fixed: Issue where the expedition car wouldn't exit map after loading a save (made at a specific moment)
  • Fixed: Potential crash with Farming and DisposeBody jobs


After the Collapse - Anarkis Gaming
Hello!

Well, this 5th weekly patch is going to be shorter than his predecessors. I can't say it has been a good week between wasting time on a feature I can't possibly implement in such a timeframe, a sudden heat-wave and personal family matters I had to attend to. Can't win them all, I guess.

This doesn't change much, though. Outside of the possible "emergency" hot-patches (if someone manages to crash the game or find a problematic bug that's easy to fix), I am going to switch gear toward the next major update. A devlog explaining what's planned will be posted during the coming week.

As usual, full changelog at the end, previous save-games (0.8.3+) and mods are compatible. Let's get to the notable improvements:

Medical Tweaks

The last update to the medical system had some unintended side effects, like people failing at applying simple bandages way too often. This is fixed.

The new system is a LOT more generous than the 0.8.5.4 system where every item was rolling 1000 against the skill unless the medical skill was over 600. It was very dumb.

Now, each medical consumable has an individual "difficulty" rating. This rating is rolled against the doctor's medical skill. For instance, a disinfectant has a 250 difficulty: A roll between 0 and 250 is done, if medical skill is higher than this value, the item does its thing, if not, it's wasted and the doctor will need another one.

This only apply to Medical consumable. It's also applied when using the pharmacy.

Encyclopedia

I made the main page nicer to look at by moving the game tips to their own article.



I also added 3 comparison pages for armors, headgear and weapons. Each one of those displays a table listing all the items in the related category, making stats comparison a lot easier.



I still need to work on those pages a bit, so you can filter out things you settlers can't get (claws and such) or sort the items by a particular bit of info.

User Interface

I added some much needed info to the Faction Summary menu including barrack, private bed, and prison cell occupancy info. It also lists your current research (it's clickable and will open relevant menu), and tells you if your base is revealed to the outside world or not (which is mostly useful when starting underground).



The user interface should be much better at handling mouse scrolling as well. For instance, the depot menu should behave a lot better: it will scroll whichever list your mouse is currently hovering. It's not perfect and never will be as the UI middle ware ain't very good at dealing with mouse scroll and I have to fight it every step of the way, but it's a noticeable improvement compared to before.

There are a couple more tweaks but nothing major.

Full Changelog
  • Balance: Medical items (antibiotics, bandages...) have a difficulty rating, some are easier to use than others (info added to encyclopedia)
  • Balance: Changed the way medical skill check is passed: an item with a 250 difficulty will roll(250) against medical skill instead of doing a roll(1000)
  • Modding: Added "MedicalDifficulty" field to consumable (default = 0), only used on medical item; a failed roll(MedicalDifficulty) vs Skill.Medical = item wasted
  • UI: Faction summary screen indicates detailed private room, barrack and prison cell information
  • UI: Faction summary screen indicates current research,and if the outpost is revealed to the outside world + reorganized checkboxes
  • UI: When an AI faction conquers a POI, clicking on the message will center map on target
  • UI: Skill/Job in settler info menu is sorted alphabetically
  • UI: Job auto settings in Faction menu are sorted alphabetically (new game only)
  • UI: Reorganized encyclopedia main page and moved tips to their own category
  • UI: Added weapon, headgear and armor comparison pages to the encyclopedia
  • Fixed: No warning when trying to save a depot preset without giving it a name
  • Fixed: Mouse scroll wasnt consistantly working in all menus
  • Fixed: Exploit where using the pharmacy was bypassing the medical skill check
After the Collapse - Anarkis Gaming
Hey!

Here's the 4th weekly patch for the 0.8.5 update. This time we have two new requested features, a bunch of balance changes, and the usual bug killing pass. Expect another one next week, followed by a devlog about the next proper update.

Before we start, I want to take a moment to thank everyone who've sent proper bug reports and feedback to the forums, discord or even by email. I don't say it nearly often enough but taking time out of your day to contribute to the game is incredibly nice and helpful. ATC wouldn't be anywhere close to what it is now without your help. So, again, thank you very much, all of you!

Anyway, full changelog at the end, previous save-games (0.8.3+) and mods are compatible. Let's get to the notable improvements:

Flee From Expedition Battles

As promised, the ability to flee from a manual combat encounter (during expeditions) has been added. As shown in the screenshot, a "white flag" button replaces the usual green/red fist during those sequences.



You can press the button at any time. However, it's not entirely free. Any survivor with less than a total of 50% HP left has to roll against their movement speed statistic (if someone has 60 speed stats, they have 60% chances to flee unharmed). If the roll fails, they will either be killed or receive a random amount of HP damage (which might also kill them if their health is very low).

While I'm still talking about expedition battles. Yes, I am fully aware that the auto and manual battles are not scaled; Generally speaking, auto battles are way more likely to be a win (without even taking damage). This will be addressed very soon.

General Storage Menu

This is one of the oldest menus in the game. It probably hasn't been updated since v0.6. Long story short, a makeover was long overdue. It's now, like many other menus, multi tabbed.

We have a summary page which details the essentials, like food and fodder (separately, yay!), water & dirty water (again, separate) and all the basic early game resources. Please note that the "total storage" gauge can be misleading: it's not because your total storage space is 40% full that you can still store a specific item. It all depends on your individual depots' settings.



Then we have the "containers" tab, which is basically the old menu, except that mouse scrolling works a lot better.



And then we have several tabs for specific subjects: the "armory" listing all your weapons, armors, ammo and artifacts; the "pantry" detailing all your food; the "resources" listing all basic, manufactured and fuel items. I might (or not) add tabs for the non covered categories later. (yes, I am aware those screenshots don't have the resource tab, but it's in the game, screenshots are just a bit old)



More importantly, all those additional tabs are mod friendly, and will list everything you have instead of picking from a pre-selected list of items from the main game. Before you ask: yes, you can click any item in the list to display their encyclopedia info screen.

Balance

In my unending quest to make skills more relevant:

- People with a below average Medical skill have a chance (a roll(1000) against medical skill) to fail when using a medical item to fix a wound or illness. On failure, the item will be wasted and a new one will be necessary. To keep things relatively friendly, the roll doesn't happen when the medical skill is over 600. Past that point, this skill only influences the pace at which injuries are healed. And yes, I know this 600 threshold should depend on the item, It will likely be a thing in the near future.

- The prison guard skill has been fleshed out. Until now, only the social stat was taken into account when chatting with prisoners (or trying to convince them to join the settlement). Now it's 2/3 this skill and 1/3 social stat. Each interaction, positive or negative, with a prisoner will increase the prison guard skill. Successful ones giving more skill points than failures, of course.

Also, the recently implemented traps (spike and fall traps) got nerfed. Sentient enemies (pretty much anything on 2 legs) have a chance to "dodge" traps now. The dodge chance depends on the "Perception" stat of whoever triggers it. The more modern the item, the lowest the dodge chance. Dodged traps are still triggered and will need to be reloaded. Note that this can be modded (both difficulty and stat being tested). The new info is included in the trap's right click / encyclopedia menu. Robots and animals will still trigger traps 100% of the time.

Savegame and Mod Compatibility

As I said at the beginning, it's compatible, but there's one detail I need to address. While it's not game breaking by any stretch of the imagination, it's still worth mentioning.

One of the bug fixes in this version is:
  • Fixed: Clicking "Enable All" button on a depot would allow items that the depot is not supposed to accept (eggs in a non egg container)
Depots now work as expected. However, if you've clicked those buttons on existing depots, especially if you're using one of Mack's modded large depots dedicated to a specific item type (or my base game egg container) in a save-games, well, those depots won't fix themselves. The easiest way is to click "Disable All" then "Enable All" to reset them.

It's still a very minor problem. If you haven't noticed anything wrong, it's probably because you don't need to change anything. But if you're wondering why "this depot which can only accept this item type" is full with "that other item type", well, you might want to reset it.

Full Changelog
  • Balance: Traps have a chance to fail (depending on trap, it tests an enemy stats against a value, info in trap's info screen)
  • Balance: People with a low medical skill have a chance to waste a medical consumable without fixing the wound/illness they were trying to fix
  • Balance: The Prison Guard skill now influences the likelihood of increasing compliance on prisoners, and skill increases with prisoner interactions
  • Content: Added ability to retreat from manual combat (during expeditions)
  • Content: Added Prison Guard former job for settlers (police and soldier also influence this skill)
  • UI: New General Storage menu, replacing what's likely the oldest menu in the game by something a hell lot more useful and prettier
  • UI: Added more info about traps in their right click info menu (detection, reload info)
  • Sound: 3 more background music tracks
  • Sound: All music tracks should now be at roughly the same volume level
  • Fixed: Having the garage menu open when it's being destroyed by something hostile could cause a crash
  • Fixed: Items not marked as "CanBeHit" could still receive combat damage or be considered valid attack targets (which is what caused the bug above)
  • Fixed: Long gauges / progress bars had a small black "zone" on their right side
  • Fixed: Not all menus would check if their associated object is still active, which could potentially lead to a crash if destroyed by 3rd party (enemies, explosion)
  • Fixed: Exploit where pasting a factory queue wouldn't always reset the progress properly
  • Fixed: Doctors wouldn't consume the items they use to treat someone (regression bug from a while back)
  • Fixed: Clicking "Enable All" button on a depot would allow items that the depot is not supposed to accept (eggs in a non egg container)
  • Fixed: The job used to bring incapacitated people to their prison cells wasn't attributed to the Prison Guard skill
  • Fixed: It was possible for vehicles (traders, suppliers) to use stairs which wasn't intended
  • Fixed: More text related stuff: typos (mostly faction dialogs), translations, and so on
After the Collapse - Anarkis Gaming
Here's the third weekly patch for the 0.8.5 version of After The Collapse. Expect a couple more of those before I get back to more content-centric updates. As usual, previous save-games (0.8.3+) and mods should be compatible.

The full changelog is at the bottom, but I want to highlight 2 major improvements:

Better Eating Habits

This is still a bit experimental and under-tested, but it seems to work very well.

When survivors are hungry or thirsty, instead of fetching drinks or food one item at a time, consuming it, and eventually looping back to fetch more, they will now try to retrieve everything they need in one go and then go to the dining room to consuming everything they gathered.

Additionally, drink and food needs are treated at the same time. So if a survivor is very hungry and slightly thirsty, they'll fetch like 2 food and 1 water in one go. As such situations where a survivor would eat something, go to work, and then cancel the job 10 seconds in to go drink something are a lot less common.

Overall it should be a great base productivity boost, especially if the base ain't very well optimized.

The only small downside compared to the previous system is that survivors might consume a bit more food than before. Nothing big, and the added productivity should more than make up for it.

Depot Presets

This new feature is aimed at the more experienced players who like to have complex / optimized settings for their depots.



Simply put, you can now save/load presets for your storage buildings by clicking the small "Preset" button on the bottom of their associated menu.

Full Changelog
  • AI: Whenever possible, survivors will try to gather all the food and drinks they need before eating, saving a lot of travel time (experimental-ish)
  • Content: You can enable/disable reproduction for whole species in the faction / cattle manager submenu
  • Content: Road and Pavement tiles can now be built (construction tech)
  • Content: New exotic egg trader map events (2 variants, after animal care tech)
  • UI: Preset settings can be edited/added/applied to the depots (click the new 'preset' button in their associated menu)
  • UI: If a settler info screen was opened from the population menu, exiting the menu will bring you back to the population menu
  • UI: Added individual neutering checkboxes to all (owned) animals, not just pets
  • UI: Selecting an animal in the pasture or butcher menu will center screen on target
  • UI: Animals marked for butchering have a small icon over them
  • UI: Added ability to filter out young/old/adult animals in butcher screen
  • UI: The "[N]ext Unit" keyboard shortcut can be used both in combat and build mode now. It does keep the settler info panel open (the same submenu if any)
  • UI: The faction logo selector in the new game menu can be clicked to display a complete list to pick from
  • UI: Feedback message if a survivor can't grab food/drink because their inventory is full.
  • UI: Several minor tweaks (menu highlighting, typos, information...)
  • Fixed: On death, survivors wouldn't always put back their job in the queue, which could cause some tasks to stall until a game is saved/reloaded
  • Fixed: Another possible task stalling problem on farms
  • Fixed: Pressing "End Communication" in diplo screen wouldn't send you back to the proper tab in the faction menu
  • Fixed: The "Apply to new animals" checkbox in Cattle Manager sub-menu was always considered to be true
  • Fixed: It was possible to cause a crash when clicking the remove settler in the garage menu
  • Fixed: In combat mode, switching from a settler to a drone with [N] shortcut while the Relation subpanel is open would cause a crash
  • Fixed: Some of the Discount Dan map-event traders wouldn't go back to the correct menu after a purchase
  • Fixed: Marking an animal for butchering wouldn't cancel its associated work (shearing, milking, etc.), occasionally causing survivors to follow the butcher around
  • Fixed: Pressing "Exit to Desktop" would exit to the main menu (regression bug in 0.8.5)
  • Fixed: Disabling a factory wouldn't immediately cancel the job of someone using it
Aug 21, 2021
After the Collapse - Anarkis Gaming
Hey!

Here's the new small week-end patch for ATC. As explained in a previous post, after the last massive 0.8.5 release, I'm now going to focus on smaller scale things like getting rid of long standing bugs, dealing with player/modder requests, and general UI and balancing issues for at least a few more weeks. You can expect roughly a small patch each weekend.

The full changelog is at the bottom, but there are 3 improvements I want to explain in more details:

Razing / Disassembling / Mining

Until now, razing something would yield 100% of the resources. To a point that it was more economical to destroy and remake a damaged wall or turret than to repair it. This is no longer the case.

The amount of recovered resources is, roughly, proportional to the survivor's disassembling (or mining) skill. With the occasional lucky/unlucky dice roll causing all or very little of resources to be retrieved.

Objects using a Furniture type item (like most of the electrical stuff, solar panels, generators, batteries...) can still be safely disassembled independently of that skill.

It means that, at least in the early/mid game, you'll get a lot less bang for your buck when razing stuff. On the plus side, disassembling tiles (pavement, wooden planks...) can now yield resources, which wasn't the case before.

Population Menu improvements

As requested, the population menu can now sort people by wounds/sicknesses.



It also got a small makeover, and many oddities while using the drop down menus have been fixed. Additionally, by default (when no sorting is applied) people are sorted alphabetically.

UI Feedback about common problems

It seems that many new players get into a sort of death loop for which the game doesn't provide any useful feedback.

The problem in question occurs when there's no room to store something that the base produces in great quantities (dirty water and wood are very common culprits). It leads to survivors storing the surplus in their inventory until it's, in turn, full. And when their inventory gets completely full, they can no longer pickup food or water or move other stuff around. This is probably something the player should be made aware of! :)

As a result, if for a reason or another, a survivors is unable to empty their inventory, a message in the log will be posted, highlighting the item(s) and the incriminated survivor. So the player knows that it would be a good idea to build more depots. Additionally, the inventory tab in the individual survivor info panel now displays how much cargo they are carrying (and the total capacity).

There will be more things done to deal with this issue (like the ability for settlers to always be able to pickup food/water that they plan on consuming) in the next patch.

Full Changelog
  • AI: In combat, NPC under fire are better at selecting who to attack when multiple people are attacking them
  • Balance: Disassembling clutter/walls is no longer always returning 100% of resources, it depends on the mining or disassembling skill (whichever applies)
  • Balance: Disassembling tiles can recover resources now (same restrictions as above)
  • Balance: Boosted HP and armor values of Abominations (especially the melee variants)
  • Modding: Traders' money can be modded (Added MinMoney and MaxMoney to the trader events)
  • UI: Settlers are sorted by name in the population screen (default / no filter)
  • UI: Added ability to sort people by illness / wound in the Population menu
  • UI: Drop down menus used to sort people in population screen work better
  • UI: Added feedback when survivors can't store something from their inventory because there is no storage space in the base
  • UI: Added feedback when a survivor can't equip a piece of equipment due to lack of inventory space (or item grabbed by someone else)
  • UI: Added cargo space information to survivor's inventory panel
  • UI: New difficulty setting/cheat to disable death of pets by aging in New Game menu / Difficulty [user request]
  • Fixed: Melee enemies/settlers would stop whatever they are doing each time they get shot at, rendering them a lot less dangerous than intended
  • Fixed: Need values in population screen shown as raw values instead of percentages
  • Fixed: Issue with calculations of weight in individual tiles' cargo. Not sure what issue it might have caused (if any), but it's fixed nonetheless.
  • Fixed: Agents' needs going into negative values (after consuming something or when disabled by trait, job, or something else)
  • Fixed: Loading a save-game with missing mods will no longer spam the same messages, it'll just post one message for each different missing item
  • Fixed: You couldn't toggle active pause on/off or jump to a different layer when placing constructions or zones
Aug 9, 2021
After the Collapse - Anarkis Gaming
Here's the first obligatory hot-patch. It's, as usual, compatible with previous save-games. However, If you are settled in Lost Eden, you will probably have to restart. My apologies for the inconvenience.

Cheers.

Changelog:
  • Fixed: A typo in the "Lost Eden" world file caused some parts of the map to cause a crash when settled in (and other very unfun side effects).
  • Fixed: A rare/new problem with mountain generation in the overworld could cause an infinite map generation loop
  • Fixed: Deleting tutorial critical buildings during the tutorial would cause a crash (those buildings are now protected against raze orders for the duration)
After the Collapse - Anarkis Gaming
Hi there!

So, this is technically the second part of the Expedition Overhaul, but it became much larger than anticipated. We have a lot of content to go over and not everything will be detailed in this article. As usual, I will only list the major changes here, you can refer to the changelog for a complete list.

(source on the official website)

Enjoy! :)

TL;DR
  • Explore a whole new array of worlds, buildings and locations
  • Setup traps to kill your enemies without risking your life
  • Optional manual combats during expeditions (work in progress)
  • New event and questline systems
  • Get rid of enemy factions permanently

Manual Expedition Battles
The promised feature is finally here! I know, it took a while, but here we are. Simply put, you can decide to play combat encounters yourself instead of letting the dice rolls decide. When you select this option, a map will be generated. The nature of said map depends on the location. Right now, only the various factories, the lumber mill and the military base have dedicated buildings and/or layouts, the other locations use a generic layout (a single large building). Enemy selection depends on who (or what) is currently controlling the area. If it's another faction, you'll encounter their soldiers, otherwise it might be infected or some hostile fauna.



The battle will happen in a "time bubble", your base and the rest of the game will be paused. You don't have to worry about missing a trader or being attacked. Of course, your goal will be to kill everything hostile on the map or die trying as, right now, there are no way to retreat (it's going to be added later on, don't worry).



Also, ammunition handling is disabled during those fights. Simply put, both you and the enemies have infinite ammo. It's unlikely to change as there are no simple, non cumbersome way to make that happen (both code and gameplay wise) . The whole system is still a bit bare-bone, the difficulty ain't really scaled to its automatic counter part. The enemy placement is not really adapted to the task. And most locations are using the same map layout. Still, the base system is there and it goes without saying that the following patches will be improving the whole thing.

Improved World Generation
Bored of that big and repetitive world map? Well, me too! This is why we have new world presets, rivers, bridges and the ability to have multiple, smaller cities.



See this nice button in the top right? It opens the menu in the center. A menu from which you can choose between 3 (currently) different world map generators. And yes, as usual it can be modded. It's not just cosmetic, for instance, the Dead Lands map will be mostly desert and scorched biomes while New Eden will have no hostile biomes at all. Rivers are not just there to be pretty either, they block the path of your expeditions (until you find the new amphibious vehicle) which will have to use a bridge to go on the other side.



The improvements don't stop at the world map either. New buildings have been introduced (various factories) and locations like the industrial zone, the factory and the lumber mill can be settled into. Additionally the amount of buildings in non city/roadside maps is now proportional to the size of the Playable Area. In other words, gigantic maps no longer feel so empty. Finally, the placement of buildings in Village type maps looks more organic.

Quests and Dynamic Locations
Building upon the interactive travel events from the previous update, After The Collapse now includes the ability to build multi stage questlines. The first introduced quest is the new Bandit Convoy event (it's repeatable). Occasionally, your expeditions will encounter a very well defended enemy convoy. The game will offer several methods to deal with the problem (or ignore it). Assuming you manage to intercept said convoy, one of 3 rewards will get unlocked, 2 of them are rare or expensive loot, and the last one will continue the quest further.



Of course I won't spoil it further, but going through that quest several times will definitely highlight the abilities of the new system which will be extensively used in future patches and updates. If you've ever played Space Rangers or Frostpunk, this kind of short interactive stories should immediately feel very familiar.



Additionally, now that the world map is really dynamic, after unlocking the Radio technology, you'll occasionally receive radio transmissions from various sources. It might be a trader in your vicinity, a group of civilian asking for help, and so on. Those events will generally add a time limited location on the world map for you to explore. Beside the time limit, the main difference between those locations and the usual ones is that exploring them will trigger a dialog box (like the one in the screenshot above) or a small quest.

Spikes and Traps
Due to popular demand (and completely unrelated to this update's thematic), you can now build a variety of traps, from simple fall traps your survivors have to reload manually to automated metal spike traps powered by your generators.



Ever thought about building an underground lair filled with your creatures but wondered how to lead your enemies there? Well, with those new fall traps, any hostile stepping on one of them will fall down in the layer below giving a free meal to whatever is crawling there. It's still a bit basic, and probably not very well balanced, but I think it makes for a fun addition to the defensive roster.

Stuff People Wanted Very Much (tm)
In no particular order:
  • Factions can now be wiped out. Yes, no more pesky factions stealing all your outposts. You will have to conquer or at least wipe ALL their outposts before you can attack their HQ, though. I'd love to say it's a game design choice, but it's more of a technical one at the moment.
  • A "Prison Guard" skill/job has been added, which should make it easier to keep those prisoners fed. The value for that skill has absolutely no relevance right now.
  • To give people more stuff to do in the very early game the "Advanced Carpentry" tech has been removed, Looms and Tanner no longer have a tech requirement and the rest has been put in more relevant techs in the main branch. Additionally you can craft your own (colored) caps and padded vests at the loom.
  • People with a large screen resolution will be very happy to know that you can choose how many resources you monitor in the "resource info panel" (at the very top of the screen). It's in the general settings, pay attention to the help bubble if you change this setting mid-game.

Balance, UI and Improvements
Turrets have a way more useful right click info panel / encyclopedia page. Same goes for the new traps. Speaking of documentation, an article about the Pandemonium virus has been added to the Encyclopedia. It explains in details what it does, how to detect it, and how it's transmitted. All of which might be very critical details for at least some of the scenarios.

The option to focus an expedition loot session on a particular category, which in practice adds stuff (that might not be there initially) to the location's loot table, is still there, but using it "consumes" the building 4 times faster. So, yes, you can still loot a lumber mill for weaponry and ammo, but it's gonna empty it much faster.

And of course there are tons of fixes, tweaks and minor improvements on top of all this.

Savegame & Mod Compatibility
This update is (surprisingly) compatible with save-games from previous versions. There are a couple limiting factors, though:
  • The Prison Guard job/skill will be disabled by default on all settlers. You'll have to manually enable it.
  • In the previous version the Genetic Abominations nest (assuming they spawned) might be invisible or impossible to attack or both. It's a bug that has been fixed here, but it's a problem that cannot be undone.
Mods for previous versions (unless hopelessly outdated) should be compatible. The only thing is that any mod relying on the now defunct Advanced Carpentry tech might need a small update.

Closing Words
I'm very happy with this update. Between the manual combat system which now has solid foundations for me to build upon and the quest / dynamic location combo there's a lot of new and pretty unique content that can be added in the future. Best thing is, it's entirely data driven using elaborated text files. It's now perfectly possible to add quests telling the player to visit several locations, build specific unique techs/items, and deal with problems going beyond the base building itself.

Speaking of quests, it's likely that in a very nearby future, the more Sci-Fi elements of the tech tree (sentient robot building I'm looking at you right now) will only be unlocked through such quests which would make a lot more sense.

Of course, I need to warn you. It's a very big update touching on a ton of things, as such, you can expect new and interesting bugs. They will be dealt with in the usual follow up hot-patches.

Speaking of bugs, now that most of the work for the 0.8x branch is done. I will take some time to focus on some of the few remaining long standing (but elusive and relatively uncommon) bugs  and glaring omissions while improving the newly added systems described above.

Now, I'm going to take a week off because it would be nice to see the sun at least a couple times before September :)

Full Changelog
  • Balance: Removed "Advanced Carpentry" tech, moved associated items to early branches of the tech tree
  • Balance: Loom and Tanning stations no longer have a tech requirement
  • Balance: Hospital bed moved to medical tech (from defunct adv carpentry)
  • Balance: Pool table and large still moved to the construction tech (from defunct adv carpentry)
  • Balance: Interactive events during expeditions are slightly more frequent
  • Balance: During expeditions, focused search (for loot) consumes the "loot left" variable a lot faster (x4) than a standard search
  • Content: Combats during expeditions can now be done manually. This is still experimental and will be improved upon, but it's there
  • Content: Some map locations have unique combat maps (factories, lumber mill) while others use more generic buildings
  • Content: Genetic Abominations' main base got its own unique buildings for manual combat
  • Content: Expedition transports have a new "Noise" value which influences the chance to trigger hostile events
  • Content: New category of defensive items: Traps (which completes the already existing artisanal mines)
  • Content: Added several types/quality of spike traps, causing damage and bleeding (at various levels of the tech tree)
  • Content: Added trap door which will make someone fall in the layer below (various versions at different level of tech tree)
  • Content: Added recipes to build caps and padded vests to the loom (those are mostly decorative pieces of equipment)
  • Content: Shamblers and tribals are marked as part of the new "Infected" faction
  • Content: Lumber mill added to the list of locations you can settle in
  • Content: Factories & Industrial zones added to the list of locations you can settle in
  • Content: Multiple world presets making for more diverse world maps to visit
  • Content: Expeditions are moving slightly faster when on roads
  • Content: Added "Prison Guard" job/skill, used to determine who can feed and recruit prisoners
  • Content: Some scenarios have been edited to enforce specific city layouts
  • Content: Enemy factions can fully be destroyed by conquering all their outposts and then attacking their base directly
  • Content: Occasional (time limited) traders can spawn on the world map, send expeditions to them
  • Content: Sometimes, after radio tech, people might contact you and ask for help (besieged communities)
  • Content: Several new random travel events for your expeditions to deal with
  • Content: One long, multi staged travel event with multiple good and bad endings (repeatable)
  • Content: Special, time limited, locations may appear on the world map as the result of various events
  • Content: New amphibious transport for expeditions (can be acquired during a special event in the mid/late game)
  • Content: New map location : water tower, produces daily fresh water
  • Engine: Removed a bunch of no longer used textures and animation files (old versions of crabs, mantis, spiders)
  • Engine: Code sanity pass, less code, faster code, better code (tm)
  • Engine: Adding new job/skills no longer require to break savegame compatibility (the new skill will be toggled off, tho)
  • Graphics: Added and improved some of the base tiles
  • Graphics: Made world map lighting a bit higher for general visibility purpose
  • Graphics: Trees & rocks on world map are more representative of what the location should contain when settled in
  • Modding: New trap component which can be put on clutter
  • Modding: Added LUA hook for ClutterData.UpgradableTo
  • Modding: Added files (mapgen/worlds/*) to change the procedural generation of the world map
  • Modding: Added NoiseModifier and CanFly fields to TravelItem (change likelihood of some travelevents, and CanFly allows to fly over rivers)
  • Modding: Added "DeletePOI" (deletes the POI the group is located on), "MapEvent" (launch the selected game event), "Tech" (get a tech) results to travel events
  • Modding: Travel events can test for vehicle noise, any Skill/Stat (best qualified member), an item being installed on the vehicle, if the player has/lacks a tech
  • Modding: Travel events can be tagged as "Mature" (true/false), and can be put behind a "TechRequirement" for them to trigger
  • Modding: Travel event menu can handle any amount of choices instead of just 3 (will add a scroll bar if too many choices for the panel)
  • Modding: Game events can now spawn points of interest (EventSpawnPOI, see data/events/poi_*)
  • Modding: Point of interests can trigger travel events when being explored (replaces loot)
  • Modding: Point of interests can self destruct via timer
  • Modding: World map can be tied to scenarios (Scenario's WorldMap field, "default" is the default map, duh)
  • Modding: Added "TrapImmune" (default false) info to NPC data files (so cars or flyers don't fall into traps)
  • Modding: Factions can have distinctly looking HQ (by using the FactionHQ true/false POI field)
  • ProcGen: The world map can now contain rivers and lakes of various sizes and shapes
  • ProcGen: Many new internal parameters when generating world maps (city size/spacing/count, biomes, brigdes, roads, custom locations)
  • ProcGen: New map buildings: wood and coal processing factories, recycling factory
  • ProcGen: "Random" building placement mode (used in villages, outside city and some underground locations) has been improved
  • ProcGen: More diversity when it comes to floor types in buildings
  • ProcGen: In several map types (city & roadside layouts excluded), the total amount of buildings now depends on the map size
  • Steam: Moved/renamed the achievement previously associated with Advanced Carpentry to Manufacturing
  • Steam: Added achievement for breaching a secret military bunker
  • Steam: Added achievement for finding the amphibious transport
  • Steam: Added achievement for wiping out another faction
  • UI: Input value for factory recipes no longer capped to 999 items (4millions instead)
  • UI: Information panel / encyclopedia page about placeable objects indicates if they block path or not
  • UI: Tweaked world map menu to allow for the selection of the different world presets
  • UI: Panel informing the player that one of their outpost was attacked/stolen got a button to center the map on the location
  • UI: Tweaks to pharmacy select screen (people sorted by name, animals show ownership)
  • UI: The amount of items in the resource panel at the top of the screen can be changed in the game settings
  • UI: Right click info menu has specific information regarding traps
  • UI: Right click info menu gives more detailed information about turrets and interactive items (beds, recreation)
  • UI: Less wasted space in the inventory panel of survivors
  • UI: Added article about Pandemonium virus to encyclopedia
  • UI: Improved French translation, courtesy of Piebleu
  • Fixed: Minor issue when an agent is changing layer / using stairs which could cause hostiles to shoot at a location the agent is no longer at
  • Fixed: Bug that could cause barracks in the military base map to spawn without the intended rooms
  • Fixed: Not all zombie and giant crab variants would be counted toward their respective achievements
  • Fixed: Light sources not deleted when a world map is being generated again by the player
  • Fixed: Tribals would sometimes incorrectly be spawned as part of the bandit faction
  • Fixed: When the UI scale is not set to 1:1 (default), clicking/dragging on the minimap wouldn't work as expected
  • Fixed: If an expedition is clicked just after loading a savegame while the game has been kept paused, it would cause a crash
  • Fixed: Alignement of light sources after switching to map mode while the game is paused
  • Fixed: Some of the "ambush" monsters located in buildings wouldn't be animated properly until the room is explored by the player
  • Fixed: Some items supposed to spawn outside of a building could occasionally spawn inside instead
  • Fixed: Escaped prisoner event could make the escapees spawn in a non valid tile (within a wall)
  • Fixed: Missing ammo info indicator in some places
  • Fixed: minor issues in factory queue
  • Fixed: Survivors could get stuck if they try to retrieve (non weightless) ammo when their inventory is full
  • Fixed: Dead bodies couldn't be selected anymore (which was a problem with things you can butcher)
  • Fixed: Regression bug that was preventing the user from installing artifacts/backpacks from their individual menu
  • Fixed: Heavy CPU spike when having a lot of wandering pets and placing a pasture in a location they can't access
  • Fixed: Possible crash tied to emergency shelters
  • Fixed: Abominations' HQ wouldn't properly create or delete itself when the late game event is triggered (regression bug in 0.8.3)
  • Fixed: The 'action' menu for expeditions wouldn't always update properly when the expedition arrives at a destination (if the expedition is kept selected)
  • Fixed: The pause and encyclopedia menus were not keeping track of the active pause and would reset it when closed
  • Fixed: Rain not providing enough water to farms anymore
  • Fixed: The "Raze" job could, under a very specific set of circumstances I've yet to replicate, crash the game. The job will just be canceled instead.
  • Fixed: Survivors would occasionally try to dispose of the body of things which are bound to disappear within seconds (dead giant spiders for instance)
  • Fixed: Code typo which could lead to subpar world map generation and building placement
  • Fixed: A location could change hand while the player is attacking it, which could lead to unexpected declarations of war
  • Fixed: (Modding) MainBasePoI field in factions' data would be ignored
  • Fixed: (Modding) Building.HasRoof had no effect
 
After the Collapse - Anarkis Gaming
Hello!

It's probably not a secret that the 0.8.3 content update was released in a bit of a rough shape. My apologies for that. As the feature set expands, it gets increasingly time consuming for me to test for every single possible case. So, here's a much improved version. It fixes most (if not all) reported issues while improving or adding many little things. The changelog is nearly as long as for 0.8.3 :)

Beside the extensive bug fixing, there are a few important changes that will definitely make a lot of you very happy, starting with:

No More Lemmings

Survivors had a bad habit of trying to retrieve absolutely everything (dead bodies included) that has been dropped on the ground with no regard for their own safety. In some situations, it could easily lead to their death, causing even more people to get killed trying to retrieve all the shiny loot. Basically this:



Well, no more.

First, as long as you're in combat mode, civilians will automatically ignore any dead body or dropped loot. The game will assume that if you're in combat, it's probably not a good moment for your peons to retrieve loot.

Secondly, 2 checkboxes have been added in the faction menu, as shown in this screenshot:



They are kind of self-explanatory. If unticked, survivors will no longer try to retrieve dead bodies or loot coming from dead things, globally. When the situation is resolved, you can tick those checkboxes and they'll start doing it again. Tiles with "forbidden loot" have a distinctive icon.

Of course, items dropped by factories, raze orders and so on will still be collected.

Also, knowing that there are some cases when you'd want to prevent dead people's loot from being retrieved globally, but still want a specific tile to be collected. Well, it's also possible! Just "raze" the tile you want your settlers to collect nonetheless, the "no collect" icon will disappear and your guys will consider the location safe.

I think it's a slightly more elegant system than adding zones everywhere. At least I want to give this system a trial run. If it's not satisfactory, it won't be a problem to switch to something more involved.

Ease of Use

If you're continuing a save, this will only apply to newly spawned agents, but from now on all dead bodies will decay no matter if they are in a in corpse disposal or not. They still decay faster in a corpse disposal (and won't make nearby people sick). This change is mostly there to make the Last Stand scenario less of a pain. Given that it's generally not possible to clean up dead bodies in the kill zone before the next wave, corpses would pile up indefinitely (or you'd be forced to make a corpse disposal in the kill zone, which, sure, works, but is kind of an "exploit") .

No accidental deletion of staircases anymore: You can now safely "raze" a whole room without having to be super careful, the stairs will be ignored if there are multiple objects in the selection. If you want to raze one, it must be the only object in your selection. The message log will inform you of that fact if you try to raze a whole room with stairs inside.

Farms no longer require purified water. They will still accept it, but if dirty water is available, they will generally favor it.

Repair Zones can overlap with other zones. Anyone who tried to defend a closed off base against wall eating shamblers will appreciate. Zones in general are less visually obnoxious: I made them a lot more transparent with a solid border.

Expeditions

Having to disband an expedition each time you want to retrieve its cargo was kind of annoying. A new button has been added to just "unload cargo", so they are ready to go back on the job pretty much immediately.



The menu to remove items from their inventory is nicer to look at, and more importantly it will inform you of the space you're about to free. In the same spirit of simplicity, looting duration is defaulted to "until full".

Finally, when an expedition is not doing anything, its members will heal passively.

General Notes

Not all the above systems are perfect, and I'm sure some tweaks will be needed. I also still have a couple things to add and tweak before getting to the second part of the overhaul, but nothing major.

Cheers!

Full Changelog
  • AI: Survivors will automatically ignore jobs to retrieve dead bodies (and loot dropped from them) while you're in combat mode
  • Balance: Razing spider webs (the decoration) will give spider web (the item) when disassembled (might only work on a new game)
  • Balance: Stairs can only be destroyed when they are the ONLY item in the selection (to make the clearing of rooms with stairs less "risky")
  • Balance: Expedition members will slowly heal damage when not receiving/executing orders
  • Balance: Expedition loot order duration defaulted to "Until Full" (it just makes more sense given that the job can be interrupted)
  • Balance: Farms will favor dirty water over cleaned water whenever available
  • Balance: Fixed exploit where shooting down some of the animals (cows, sheep) would yield the same as butchering them
  • Balance: All bodies will decay no matter if inside or outside of a corpse disposal (just a lot slower when not) to make some scenarios less of a pain
  • Content: The retrieval of dead bodies (and/or their loot) can be disabled globally in the Faction menu
  • Content: Loot disabled that way can selectively be retrieved using the raze order
  • Content: Added standard pickup to suburbs and city center loot tables (slightly better than the one you can 'research')
  • Content: Added order to "drop cargo and get back to work" to expeditions (so you don't have to rebuild an expedition each time you drop cargo at base)
  • Engine: Regular code and data cleanup to keep the rot away
  • Engine: Reduced CPU usage of farms (not that it was high to begin with)
  • Graphics: Zones and rooms are a lot more transparent but with visible border lines, making them less intrusive graphically
  • UI: Better looking "drop item" menu for expeditions' inventory which also show the weight being dropped
  • UI: Slightly reorganized the Faction menu (settlement tab is shown first as it became the most useful now)
  • UI: More information in game log when razing something as a way to indirectly document the changes about stairs and loot
  • UI: In the encyclopedia, techs which can only be looted will appear as such instead of showing a "research difficulty" rating
  • UI: In the depot menu, items are sorted alphabetically
  • UI: Minor graphical improvements, text alignment in various menus
  • Fixed: Some mob types (under rare circumstances) could be incorrectly be flagged as neutral in the user interface
  • Fixed: Animals found by expeditions wouldn't be converted into proper agent when loot is being dropped in the base
  • Fixed: Rare pathfinder issues (on very narrow/long paths) caused by a change in 0.8.2.4
  • Fixed: Animals from expeditions spawning as civilian instead of player owned
  • Fixed: Debris (from clutter having been shot at) would resurrect themselves if the game is saved/loaded before the debris disappear
  • Fixed: Dead NPC and settlers would emit a dying sound when a savegame is loaded
  • Fixed: Multiple minor issues with dead things not always staying dead and other similar oddities caused by the new savegame format
  • Fixed: Repair zones couldn't intersect with other zones (or each other) making them very annoying to setup
  • Fixed: Gun turrets placed on the map during map generation could spawn "decayed" (without the shooting part)
  • Fixed: "Salvaged Ambulance" and "Salvaged Sports Car" technologies had missing icons
  • Fixed: If a survivor has part of what is needed for a construction, but the rest is not accessible (locked door or something), they could freeze
  • Fixed: It was not possible to loot a place you've taken over (regression bug in 0.8.4)
  • Fixed: Minor issue when closing the Garage menu if the settler selection panel is still open
  • Fixed: Many potential issues when trying to setup 2 expeditions at the same time (the same settlers or items could be added to both, locking them in a non working state)
  • Fixed: Wooden trailer was altering people capacity instead of cargo capacity
  • Fixed: Performance loss in 0.8.3 and semi regular micro freeze in very largely populated bases (>50 people)
  • Fixed: Job manager wouldn't notice if incapacitated people died before being move, keeping the jobs stored for longer than necessary
  • Fixed: Issue with dead body disposal job that could cause settler to "move" already deleted bodies
After the Collapse - Anarkis Gaming
Welcome to the 0.8.3 update!

As explained in my previous devlog, this update (and the next) is focusing on the expeditions. A very short summary would be that we can now manage multiple expeditions at once. Of course, as with all major updates, it runs a lot deeper than that. As usual, this article will focus on the main changes while you can find a complete changelog at the very end. Without further ado let's get to it.

Enjoy!

Expedition Overhaul

The city map and expeditions are no longer completely abstracted. Both became tangible things connected to the game world. To explain that in simpler terms, you are now able to given direct orders to your expeditions, tell them to move to wherever you want them to, and change you mind mid travel. You can move them on the world map like you would move a survivor in combat mode. You can loot or attack multiple locations with the same expedition and decide when you want them to come back home.



More importantly, you are no longer permanently limited to run a single expedition at a time. Unlocking specific technologies will increase the maximum amount of expeditions you can run simultaneously to a maximum of 4 in a vanilla game.

I made a lot of adjustments to the UI and help screens to make the transition as smooth as possible. For instance, you can track the status of each expedition in the optional panel on the right side of the screen (can be toggled on/off in the filters), clicking one panel will center the screen on the expedition or its garage if it's not off map.

The Garage building

This new building is pretty much the heart of this update. Your first garage is unlocked with the Exploration technology and will allow you to setup and manage one expedition. Other technologies will permit you to build more garages for more simultaneous expeditions (radio, logistics and garage maintenance).



Garages have to be built on the surface, in a spot from which a vehicle can path to the border of the game map. This is where you can assign a vehicle, people and items to a specific expedition. New vehicles can be found by exploring specific location on the map and from research. Items, right now, can only be found while exploring the city. Vehicles and items will determine how many people you can bring with you, your movement speed and can also influence how good will be your group at given tasks.

Once satisfied with your choices, you can launch the expedition. The selected survivors will hop in the car, leaving any useless cargo behind (and releasing their claim on any personal bedroom or pet). The car will exit the game map and will then be available on the world map. From there, you'll be able to order it around, tell the expedition to path to any point of interest, attack hostile locations, loot or take control of others.

Loot Management

It's now possible to order your expeditions to loot a location until it's empty or until their cargo hold is full. If you change your mind, you can order your expedition to stop the looting session at any time. To recover the cargo found during your looting session(s), you'll have to manually bring the expedition back home.



You can also decide to get rid of loot you don't want to make room for more useful stuff. It means that don't need to go back home each time you collected too many stones. To do so, simply open the expedition's cargo screen, click on the item you don't want and a menu will appear allowing you to select how many units you want to get rid of. The menu is still a bit ugly, but I'll get that fixed soon.

Important Changes

Of course I had to tweak some features to work with this new system. Here are the most important points you should be made aware of:
  • The whole expedition tech tree has been changed. Techs to increase movement speed, range or capacity have been scrapped. Instead you'll get techs to repair better vehicles than your default car. The best cars can only be found by exploring specific locations.
  • Expeditions can be renamed like you would for a survivor: by clicking on their name in their associated panel.
  • People you rescue while looting a location will automatically be sent to you base. You no longer need to wait for your expedition to come back home, instead a "recruitment" event will popup roughly 12 hours after your expedition is done with the looting.
  • There is no longer a limit to how far an expedition can travel to. Once you can send your first expedition, the whole map is available to you. It might just take a while for your guys to travel, especially with the default car. In the same spirit, the amount of people you can bring is only determined by the vehicle you'll be using. Same goes for the cargo space.
  • Taking over a production center will no longer "consume" the expedition. Instead, you'll be asked to select people who are still in your base. Once the repairs are over, the expedition will be available again and ready to go do something else.
  • It is now possible to conduct diplomacy with other factions early (before Radio) by sending an expedition to their headquarter and opening diplomatic channels.

Interactive Events

I'm particularly proud of this one and you'll see a lot more of it in the future. While traveling, expeditions will occasionally encounter situations requiring your input. They might have found  something worth investigating, been attacked by bandits, and so on.



You'll be offered different options with different outcomes. Each option will generally be testing a particular statistic tied to the expedition. A positive outcome might give you loot or a bonus while a failure might damage or even kill some of your people. Once the situation has been resolved in a way or another, the group will continue on its merry way.

This system replaces the old non-interactive travel events completely.

AI Tweaks and Fixes

I also fixed several minor issues with the survivors' AI. Most notably, there was a problem that if something is being constructed next to a depot, it could temporarily prevent people from accessing it, causing any survivor trying to do so to freeze in place.

Survivors are also much better at recognizing that an order has been canceled or is not longer possible to complete: instead of pathing all the way toward the no-longer-relevant-destination they will switch to something more productive.

Savegame & Mod Compatibility

This version is not compatible with previous save-games. If you want to finish your game, you can roll back to the previous version as usual (right click on ATC in steam, properties / beta tab). Most existing mods should be compatible, including those adding or altering city locations. Mods altering expeditions or adding travel events are not compatible but shouldn't cause any major issue.

Closing Words

This is the first part of the expedition overhaul. It's setting up solid foundations for the more content oriented "Part 2". Switching to a proper "scene" to handle the city as a whole instead of relying on smokes & mirrors took a while, and made me rewrite things I never thought I would need to, but I'm pretty happy with the end result. A lot and I really mean A LOT of new content can now be added to this part of the game.

Speaking of adding new content, Part 2 will do just that by adding the optional ability to manually handle most combat related stuff during expeditions. It'll also add new things to interact with on the map like travelers, merchants, other factions' expeditions and roaming beasts. It will also add new terrains (rivers, lakes, chokepoints) alongside new items and events to form a more interesting and cohesive experience.

In any case I hope you'll enjoy this update, because it was a real pain to write :D

Cheers!

Full Changelog
  • AI: People are better at detecting that their job target has been destroyed and will no longer travel all the way over something that no longer exists
  • AI: People are better at detecting that a raze order has been canceled and will stop earlier
  • AI: Minor optimizations to the job dispatcher
  • Balance: Marked clothing items as rare to make them less common during trading
  • Balance: Due to the more permanent nature of expeditions, members will 'unclaim' their private room(s) when leaving
  • Balance: Radio and Logistic techs both allow you to build an additional garage (see below)
  • Balance: Made sure that city locations with high tier loot (military base, police station) are always at least somewhat defended
  • Content: First part of the expedition overhaul (multiple groups, new UI, equipment and transports)
  • Content: New garage building to manage individual expedition settings
  • Content: Added several new "travel items" which are used to improve an expeditions' performances
  • Content: Loot in an expedition's cargo space can be destroyed to make room for more important stuff
  • Content: New trade/loot tables and technologies to integrate those new items into the game
  • Content: New transports for expeditions can be found through technologies, some of which can only be found during expeditions.
  • Content: Reworked the expedition tech tree to accomodate the new changes
  • Content: Looting action for expeditions can be run "until the cargo is full / place is empty"
  • Content: Diplomacy can be conducted before the radio technology by sending an expedition to another faction's main base
  • Content: Random events during expeditions are interactive now, giving you control on how to deal with the situation
  • Content: Added "Police Station" to the list of explorable map locations
  • Engine: Added ability to cap the spawn of hostiles with RaiderAI, especially useful in Last Stand scenario (settings.json -> RaiderAICap = max number)
  • Engine: Reworked the save/load logic and format to accommodate the changes (+ some future proofing)
  • Engine: Initial loading time very slightly reduced (moar parallelism)
  • Engine: Switch from/to world map is now instant
  • Modding: Removed "CanDrop" and "Tradable" from item data, as it was a duplicate of the "DontDrop" and "NeverTrade" tags. Adjusted all items accordingly.
  • Modding: Cleaned up base files of outdated fields
  • Modding: Clutter with a MaxCount per map, can have that count changed via techs (see garage & expedition tech tree)
  • Modding: Techs are used to unlock new transports for expeditions (see garage & expedition tech tree)
  • Modding: Filters used for expeditions loot (and pharmacy) got the new WantedName field: overrides all Allow/Deny. Used to force a particular item in the loot table.
  • Modding: Added "ForceHostility" field to map POIs (the mapgen will use this to override the tile's hostility if it's lower than the value)
  • Modding: New interactive travel events can added/customized (see files data/travelevents)
  • UI: Right clicking items' checkbox in the depot menu will display their associated info screen
  • UI: Added new menus to handle the expeditions from the world map
  • UI: Expedition message log is kept when saving/loading a savegame
  • UI: Added scrollbar to the optional 'research completed' panel
  • UI: Added widget to the right side of the screen to display the status of each active expedition/garage (can be toggled on/off in Filters)
  • UI: Title and text in the recruitment menu is context sensitive (recognizing if from an expedition, escaped prisoners or simple visitors)
  • UI: Added specific item info screen for the new expedition related items
  • UI: Updated help screens and the encyclopedia article about expeditions
  • UI: Pressing the "go to map layer X" shortcuts is now working even from the world map
  • Fixed: Bow from tribals, if used, could propagate pandemonium infection to unintented target. The bow can no longer drop.
  • Fixed: The panel shown when you research a tech, find it in an expedition, or find it in loot always had the same title, which might have been confusing
  • Fixed: Texture for settlers in some menus could be outdated (still wearing an armor they no longer have and so on)
  • Fixed: When renaming a survivor or animal (or expedition, now) pressing the WASD would still move the camera around
  • Fixed: Potential crash if one of the survivors is exiting the map (for an expedition) while still being selected
  • Fixed: Potential crash on the save/load screen if a savegame from a NEWER version is present in the folder
  • Fixed: In some underground scenarios, "surface events" could still happen before the player breaches the surface (for good this time, my bad)
  • Fixed: Multiple uncommon/rare issues on the world map
  • Fixed: Filter menu panel was slightly too short to fit all elements
  • Fixed: the 'Escaped Prisoners' event would display an useless dialog box below the message from the faction.
  • Fixed: Annoying bug where settlers would seem locked trying to get to a depot when something is being built at the spot they'd use to drop items in said depot
  • Fixed: Minor fixes & tweaks
...